Fade dialog, transparency sort, minimum timestep

main
Cameron Murphy Reikes 2 years ago
parent 1f76fef313
commit 25608b58ed

@ -542,8 +542,8 @@ typedef struct GameState {
Entity entities[MAX_ENTITIES];
} GameState;
GameState gs = {0};
double unprocessed_fixed_timestep_time = 0.0;
#define FIXED_TIMESTEP (1.0/60.0)
double unprocessed_gameplay_time = 0.0;
#define MINIMUM_TIMESTEP (1.0/7.0)
EntityRef frome(Entity *e)
{
@ -1040,6 +1040,13 @@ Color colhex(uint32_t hex)
return (Color){ (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0f };
}
Color blendalpha(Color c, float alpha)
{
Color to_return = c;
to_return.a = alpha;
return to_return;
}
Vec2 screen_size()
{
return V2((float)sapp_width(), (float)sapp_height());
@ -1499,8 +1506,17 @@ void draw_quad(DrawParams d)
}
}
int translucent_compare(const void *a, const void *b)
{
DrawParams *a_draw = (DrawParams*)a;
DrawParams *b_draw = (DrawParams*)b;
return (int)((a_draw->y_coord_sorting - b_draw->y_coord_sorting)*1000.0f);
}
void draw_all_translucent()
{
qsort(&translucent_queue.data[0], translucent_queue.cur_index, sizeof(translucent_queue.data[0]), translucent_compare);
BUFF_ITER(DrawParams, &translucent_queue)
{
it->queue_for_translucent = false;
@ -1541,7 +1557,8 @@ void colorquad(bool world_space, Quad q, Color col)
{
queue = true;
}
draw_quad((DrawParams){world_space, q, image_white_square, full_region(image_white_square), col, .y_coord_sorting = 1.0f, .queue_for_translucent = queue});
// y coord sorting for colorquad puts it below text for dialog panel
draw_quad((DrawParams){world_space, q, image_white_square, full_region(image_white_square), col, .y_coord_sorting = 0.95f, .queue_for_translucent = queue});
}
@ -2043,7 +2060,7 @@ float draw_wrapped_text(bool dry_run, Vec2 at_point, float max_width, char *text
return cursor.Y;
}
void draw_dialog_panel(Entity *talking_to)
void draw_dialog_panel(Entity *talking_to, float alpha)
{
float panel_width = 250.0f;
float panel_height = 150.0f;
@ -2070,11 +2087,12 @@ void draw_dialog_panel(Entity *talking_to)
panel_quad.lr = AddV2(panel_quad.lr, V2(-inset, inset));
panel_quad.ur = AddV2(panel_quad.ur, V2(-inset, -inset));
}
colorquad(true, panel_quad, (Color){1.0f, 1.0f, 1.0f, 0.7f});
line(AddV2(dialog_quad.ul, V2(-line_width,0.0)), AddV2(dialog_quad.ur, V2(line_width,0.0)), line_width, BLACK);
line(dialog_quad.ur, dialog_quad.lr, line_width, BLACK);
line(AddV2(dialog_quad.lr, V2(line_width,0.0)), AddV2(dialog_quad.ll, V2(-line_width,0.0)), line_width, BLACK);
line(dialog_quad.ll, dialog_quad.ul, line_width, BLACK);
colorquad(true, panel_quad, (Color){1.0f, 1.0f, 1.0f, 0.7f*alpha});
Color line_color = (Color){0,0,0,alpha};
line(AddV2(dialog_quad.ul, V2(-line_width,0.0)), AddV2(dialog_quad.ur, V2(line_width,0.0)), line_width, line_color);
line(dialog_quad.ur, dialog_quad.lr, line_width, line_color);
line(AddV2(dialog_quad.lr, V2(line_width,0.0)), AddV2(dialog_quad.ll, V2(-line_width,0.0)), line_width, line_color);
line(dialog_quad.ll, dialog_quad.ul, line_width, line_color);
float padding = 5.0f;
dialog_panel.upper_left = AddV2(dialog_panel.upper_left, V2(padding, -padding));
@ -2119,6 +2137,7 @@ void draw_dialog_panel(Entity *talking_to)
{
colors[char_i] = colhex(0x345e22);
}
colors[char_i] = blendalpha(colors[char_i], alpha);
}
float measured_line_height = draw_wrapped_text(true, V2(dialog_panel.upper_left.X, new_line_height), dialog_panel.lower_right.X - dialog_panel.upper_left.X, it->s.data, colors, 0.5f, true, dialog_panel);
new_line_height += (new_line_height - measured_line_height);
@ -2311,16 +2330,17 @@ void frame(void)
assert(player != NULL);
// fixed timestep loop
// gameplay processing loop, do multiple if lagging
static Entity *interacting_with = 0; // used by rendering to figure out who to draw dialog box on
int num_timestep_loops = 0;
{
unprocessed_fixed_timestep_time += dt;
while(unprocessed_fixed_timestep_time > FIXED_TIMESTEP)
unprocessed_gameplay_time += dt;
float timestep = fminf(dt, (float)MINIMUM_TIMESTEP);
while(unprocessed_gameplay_time >= timestep)
{
num_timestep_loops++;
unprocessed_fixed_timestep_time -= FIXED_TIMESTEP;
float dt = (float)FIXED_TIMESTEP;
unprocessed_gameplay_time -= timestep;
float dt = timestep;
// process gs.entities
PROFILE_SCOPE("entity processing")
@ -2706,7 +2726,7 @@ void frame(void)
{
// find closest to talk to
{
AABB dialog_rect = centered_aabb(player->pos, V2(TILE_SIZE*2.0f, TILE_SIZE*2.0f));
AABB dialog_rect = centered_aabb(player->pos, V2(TILE_SIZE*2.5f, TILE_SIZE*2.5f));
dbgrect(dialog_rect);
Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect);
float closest_interact_with_dist = INFINITY;
@ -2897,7 +2917,8 @@ void frame(void)
draw_quad((DrawParams){true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
if(interacting_with->is_npc)
{
draw_dialog_panel(interacting_with);
float how_far_away = (float)clamp(LenV2(SubV2(interacting_with->pos, player->pos))/40.0f - 0.5f, 0.0, 1.0);
draw_dialog_panel(interacting_with, 1.0f - how_far_away);
}
}
@ -3175,7 +3196,7 @@ void frame(void)
Vec2 pos = V2(0.0, screen_size().Y);
int num_entities = 0;
ENTITIES_ITER(gs.entities) num_entities++;
char *stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms\nEntities: %d\nDraw calls: %d\nProfiling: %s\nNumber fixed timestep loops: %d\n", dt*1000.0, last_frame_processing_time*1000.0, num_entities, num_draw_calls, profiling ? "yes" : "no", num_timestep_loops);
char *stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms\nEntities: %d\nDraw calls: %d\nProfiling: %s\nNumber gameplay processing loops: %d\n", dt*1000.0, last_frame_processing_time*1000.0, num_entities, num_draw_calls, profiling ? "yes" : "no", num_timestep_loops);
AABB bounds = draw_text((TextParams){false, true, stats, pos, BLACK, 1.0f});
pos.Y -= bounds.upper_left.Y - screen_size().Y;
bounds = draw_text((TextParams){false, true, stats, pos, BLACK, 1.0f});

@ -334,6 +334,19 @@ typedef union Vec4
float A;
};
struct
{
union
{
Vec3 rgb;
struct
{
float r, g, b;
};
};
float a;
};
struct
{

@ -7,12 +7,12 @@ DONE - Help you fight and fight you actions
DONE - Do not use webhooks (shitty, bad idea propagated by bad docs) query stripe for if the payment went through on request if not fulfilled yet
- New characters/items from fate
DONE - New art in
- Old man in beginning is invincible
DON'T NEED - Old man in beginning is invincible
- Make new openai key (it was leaked)
- Add cancel button
- Style buttons
- Make map better
- Fade dialog with distance
DONE - Fade dialog with distance
- Make vignette in front
- Ignore keyrepeat events
- Remove control attack key as devtools

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